115 ratings
Button Waltz
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Description
A true portal-based logic puzzle. It starts simple and gets progressively more complex as you acquire new testing elements. Dust off your basic flinging skills, grab your ASHPD and get ready to exercise your brain.

Oh, all right, you get to knock over some turrets too. Happy? :)

Revision 2:
- Altered the mechanism that dispenses the sphere to fix the sphere not despawning when the player removes the cube from the connected button. Now the player can't skip getting the last cube. Thanks Daniel!
Revision 3:
- Steam error.
Revision 4:
- Added a portal surface to prevent the player from getting trapped in the turret cage.
- Inverted one of the panels to avoid unintentionally deflecting the player into the sludge pit.
- Substantially reworked the final area to make the corridors less cramped.
28 Comments
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mood3rd Feb 22, 2013 @ 5:28pm 
good map.
thought I was a cube short, for a bit.
but found the last one hidding :)
fun.
UnableRouge™ Aug 20, 2012 @ 9:27pm 
Loved this pain in the ass map. It was clever how you had a trapdoor for the ball. I thought the only way around it was some kind of ninja move. I was standing on the glass surrounding the dropper and trying to catch the ball. I did succeed to grab it but then I couldn't remove it from the trap. After a few frustrating minutes I realized what to do.
1980 Aug 6, 2012 @ 4:23am 
Even though not difficult, it took some time to solve. Great map :)
Konqi Jul 15, 2012 @ 5:25pm 
Nice map!
pappes Jul 14, 2012 @ 4:02am 
Wow, that was epic, definately worth an upvote
Catsy  [author] Jul 11, 2012 @ 7:58am 
Thanks, pappes. Yes, quicksave and quickload will dramatically improve the experience of playing most PTI maps. :)
pappes Jul 11, 2012 @ 5:50am 
OK I take it back..I didn't realise quick save worked (propper save doesnt). That changes my evaluation of the entire level. Thank you. FYI I dont downvote unless I tell the author why I did.
Le Petit Mort Jul 9, 2012 @ 1:53pm 
Fair enough.
Catsy  [author] Jul 9, 2012 @ 1:47pm 
MD: Perhaps, but you have to draw the line somewhere. The logical conclusion of what you're suggesting is effectively that it should be impossible to die in PTI maps because there's no autosave checkpoints. That's just absurd.

Don't get me wrong, I'm a strong advocate for avoiding inflicting unfair deaths on the player. Hazards in a well-built test chamber should be foreseeable, an alert player should be able to avoid them, and death should only be the result of a genuine mistake. But anyone playing a PTI map should have the sense to quicksave before trying anything that might kill them if they're bothered by the prospect of restarting.

And in this particular instance, I have no patience for someone who blames the author for a limitation of the tool and downvotes the map because of their own ignorance.
Le Petit Mort Jul 9, 2012 @ 12:50pm 
Catsy: True, but it's possible to go around it. For instance, instead of water, place a corridor behind grills, that way the player still fails the task and isn't forced to replay the entire level.

It sucks that Valve didn't include checkpoints, but as the author, the onus is still on you to provide the best gameplay experience possible for the player, something which PeTI death decidedly isn't.